scholarly journals HUBUNGAN KECANDUAN GAME ONLINE DAN KETERAMPILAN SOSIAL PADA PEMAIN GAME DEWASA AWAL DI JAKARTA BARAT

Psibernetika ◽  
2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Stefani Virlia ◽  
Silvia Setiadji

<p><em>Online game is a game that is loved by many people of ages ranging from children to adults. Online games can trigger addiction that can cause effects such as withdrawal, aggressiveness, problems in interpersonal relationships and can even lead to psychological disorders. This study aimed to examine the relationship between online gaming addiction and social skills in early adult game players. The method used is quantitative method and included into the type of correlational research. Respondents in this study is the online game players in the cafe Jakarta Barat, totaling 342 people. The results of this study revealed a significant correlation between addicted to online games and social skills in early adult game players with r = -0367 (p &lt;0.05). Early adult game players have become addicted to the game because it makes online games as</em><em> an escape from their problems. </em></p><p><em> </em></p><strong><em>Keywords</em></strong><em> : addicted to online game; social skill;, early adulthood</em>

2017 ◽  
Vol 30 (1) ◽  
pp. 139-162 ◽  
Author(s):  
Chuang-Chun Liu

Purpose Extending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) impact flow experience; this study also investigates how flow experience is related to replay intention. Furthermore, this is the first study to explore the relationship between perceived uncertainty and challenges in online gaming. Design/methodology/approach The proposed research model was empirically evaluated using survey data collected from online game players. The evaluation was conducted using partial least squares of structural equation modeling. Findings The findings revealed that flow experience was a significant predictor of replay intention. Four antecedents of flow (telepresence, focused attention, skills, and challenges) had a positive influence on flow experience. Interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) influenced these antecedents. Moreover, human-to-human interactivity exerted a greater impact on the flow experience antecedents than did human-to-machine-associated interactivity. This study reveals that human-to-human interactivity is most crucial to the effective development of online games. In addition, the author find that utilitarian motivations have positive moderating effects on the relationship between flow and replay intention. Finally, additional practical and managerial implications are discussed. Originality/value Few empirical studies have explored the moderating role of utilitarian motivations. This original study analyzed how utilitarian motivations moderate the relationships between flow and replay intention of online game players. Moreover, this is one of the first studies to explore the characteristic of uncertainty and its role in the context of online game playing.


2021 ◽  
Vol 9 (1) ◽  
pp. 64
Author(s):  
Yanuar Fahrizal ◽  
Bima Yoga Pratama

The Online game is a technological product that is quite popular among adolescents. Violent characters in online games can affect the game players. Hurting the enemies in the games every day will gradually lead adolescents to think that hurting people is a fun and common thing to do. The adolescent delinquency cases in Yogyakarta occur every year, and the most frequent cases are klitih (maltreatment) and brawls. This study aims to discover the relationship between the level of addiction to violent online games and the intensity of violent behavior in adolescents. This study employed a quantitative method with a cross-sectional approach. Data were collected through Game Addiction Scale for Adolescent questionnaires by  about the adolescents’ addiction to online games and violent behavior in adolescents. The respondents of the study were 96 adolescents, recruited using the Lemeshow formula. Data were analyzed using the Spearmen rho test. Results showed that 48 adolescents (50%) were addicted to online games at a moderate level. The majority of adolescents (44.8%) had a low intensity of violent behavior. The p-value was 0.000 (<0.005). The correlation value was 0.731, indicating a strong correlation between online gaming addiction and intensity of violent behavior, and the positive value suggests a unidirectional relationship. The level of online gaming addiction in adolescents in Yogyakarta is moderate. Online gaming addiction and violent behavior have a significant relationship with a strong correlation coefficient and a unidirectional relationship. Future researchers are suggested to add research variables to discover other factors contributing to violent behavior in adolescents.


2008 ◽  
Vol 36 (5) ◽  
pp. 659-664
Author(s):  
Ming-Feng Yang ◽  
Jia-Jeng Hou ◽  
Hill Hung-Jen Tu

Online games have been growing at a rapid pace with continual advances in new internet technologies. A robust literature review revealed that few empirical studies have been conducted on the behavior of online game players. In this study the relationship between conscientiousness and leisure satisfaction among online game players is explored. A systematic sampling produced 435 usable questionnaires for the final data analysis. Regression analysis was employed to test the effect of conscientiousness on six components of leisure satisfaction. Results revealed a significant main effect for conscientiousness on leisure satisfaction.


2015 ◽  
Vol 21 (4) ◽  
pp. 973-975
Author(s):  
Anderes Gui ◽  
Yudi Fernando ◽  
Ika Sari Wahyuni

The objective of study to examines the relationship of users’ level of gratification, service mechanism on continuance motivation to play online games in social networking sites. Data was collected from 406 game players in Malaysia and analyzed with Structural Equation Modeling-SmartPLS. Results found that three factors to measure users’ level of gratification to play online games were statistically significant on continuance motivation. Hypothesis regarding the fairness of game online service provider was rejected and incentive given to online game players was supported the hypothesis. A higher level of fairness will lower players’ level of motivation to play the online game. Further study is needed in the analysis of the relationship between fairness and motivation to play an online game.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-15
Author(s):  
Galuh Anggraini Perwira Sari ◽  
Uswatun Hasanah

Online games are very popular among teenagers and adults, because there are many enthusiasts. If the players are constantly without self-control from teenagers and adults, they will become addicted to online games. Feeling lonely makes teens and adults vent through playing online games. This study aims to determine the relationship between Lonliness and Online Game Addiction in students who are not settled in a boarding house (Nduduk) at IAIT Kediri. With a sample of 40 students who did not settle in a boarding house (Nduduk), data collection was obtained from the results of a list of statements or questionnaires for Loneliness and Addiction to Online Games. This type of research is quantitative by using correlational research methods namely Product moment correlation analysis. Correlation test results obtained correlation coefficient values ​​of 0.556 Sig: 0.00 which means there is a relationship with the criteria being between the Loneliness variable with Addiction to Online Games.


Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei-Lun Chang ◽  
Li-Ming Chen ◽  
Yen-Hao Hsieh

PurposeThis research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.Design/methodology/approachThis study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.FindingsTeamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.Research limitations/implicationsMore samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.Practical implicationsThe authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.Originality/valueThis research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.


2017 ◽  
Vol 18 (1) ◽  
pp. 95-115
Author(s):  
Elena Carolina Li ◽  
Ding-Bang Luh

Motivation crucially influences the willingness to play online games. Game motivation can affect players’ flow experience and player’s companionship with their game roles or avatars. However, the relationship among game motivation, flow experience, and companionship is unclear; therefore, designing online games that improving the playing experience is difficult. This study chose online pet games as study samples, and this study used a game motivation scale, flow experience scale, and the Companionship Scale of Artificial Pets to identify the relationship among game motivation, flow experience, and companionship. According to 216 valid questionnaire responses, this study demonstrated that (a) game motivation for online pet game players was primarily immersion and achievement, (b) compared with achievement motivation, immersion motivation had a greater influence on flow experience and the development of player companionship with online pets, and (c) players with immersion and achievement motivation had a substantially enhanced flow experience and companionship with their online pets.


Author(s):  
Jengchung V. Chen ◽  
Yu-Hsiang Wang

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.


2017 ◽  
Vol 45 (9) ◽  
pp. 1475-1484
Author(s):  
Hye Rim Lee ◽  
Eui Jun Jeong

We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted the important role of life self-efficacy, which significantly and negatively affected loneliness and depression; however, the results showed positive associations of game self-efficacy with these factors. Life self-efficacy had greater positive effects on depression and loneliness when mediated by preferred game playing. These findings provide novel contributions to research on the relationship between life and game self-efficacy, as therapeutic prerequisite factors in online game playing, and players' psychosocial factors.


2005 ◽  
Vol 8 (1) ◽  
pp. 15-20 ◽  
Author(s):  
Shao-Kang Lo ◽  
Chih-Chien Wang ◽  
Wenchang Fang

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